Sinclair Library

Planetoids

Arcade Game: Shoot-em-up · ZX-Spectrum 16K · 1 players · English

Inlay - Front 1 of 3
Inlay - Front
Not rated yetSign in to rate it

Discussion

Nobody has started a thread about this yet.

Start a thread

Remarks

ZXSR: Available on ROM cartridge.

ZXSR: Missile featured on B-Side of cassette.

available on ROM cartridge (Planetoids only)

Play

Documents

Other files

Files and rights

No permission is on record either way. Screens and pictures are copied here on a take-down basis: if you hold the rights and want something removed, say so and it goes.

Credits

Sign in to credit somebody, or say what these people did.

Scores

In the magazines

  • Sinclair User #91982 · Gilbert Factor8/10
  • Sinclair User1984 · Gilbert Factor8/10
  • Sinclair User #241984 · Gilbert Factor8/10

Elsewhere on the web

  • WorldOfSpectrum 19 votes7.26

In the magazines 20

Crash #3Apr 1984 · p.64

Crash

Producer: Psion, 16K £4.95 A very good copy and a classic version with the best graphics of the lot. Nice bright yellow asteroids which shatter satisfyingly. A bit slow, although the shattered fragments change direction and move faster. Alien ships are well defined graphically. Using Z/X for rotation and SPACE/ENTER for fire/thrust is quite good, but H for hyperspace takes some getting to in an emergency. No skill levels, which means the addictivity rating is low, but good value at the price. No joystick option.

Read it at Crash - The Online Edition

Crash #2Mar 1984 · p.48

Crash

Producer: Psion, 16K £4.95 A very good copy and a classic version with the best graphics of the lot. Nice bright yellow asteroids which shatter satisfyingly. A bit slow, although the shattered fragments change direction and move faster. Alien ships are well defined graphically. Using Z/X for rotation and SPACE/ENTER for fire/thrust is quite good, but H for hyperspace takes some getting to in an emergency. No skill levels, which means the addictivity rating is low, but good value at the price. No joystick option.

Sinclair User #24Mar 1984 · p.548/108/10

Sinclair User

Gilbert Factor 8/10

John Gilbert 8/10

INTERFACE GAMES ARE FAST BUT NOT FURIOUS John Gilbert reviews the ROM cartridge software currently available. The Sinclair Research Interface Two has had few kind words said about it and that it is not surprising. The add-on is supposed to give the Spectrum the ROM potential of the Atari games consoles and computers into which you can plug ROM cartridges which will load games into the machine directly on power-up. It should have been the ideal add-on for users who want a quick-load device and no messing with tape recorders or even Microdrives. The main difficulties with the idea are that the software available consists of reproductions of arcade games which are already on the market and that many software companies have been deterred from producing software for the interface because of the conditions attached to ordering. At the moment companies have to order batches of 1,000 cartridges in a sector of the market which is not fully-established. It is a risky business even for a company as established as Melbourne House or Psion. The situation could develop so that Sinclair is the only company producing the ROM cartridges. It certainly has the monopoly now. The first ROM packages, together with their colourfully-styled display boxes, to arrive on the market were titles which already existed on the cassette format in the Sinclair software library. They included Planetoids, Backgammon and Space Raiders which are all from Psion. The packages, one of which appeared originally on the ZX-81, are not particularly innovative or awe-inspiring and they are certainly not the kind of titles which would be expected to be produced when bunching a new peripheral for a prime-selling microcomputer. It is as if Sinclair could not wait to get Interface Two out of the way and so complete its obligations for peripherals for the Spectrum. One reason may well have been that the new QL machine was occupying its thoughts. Backgammon featured as the only mind game in the first release, the others being held back because the Psion games were the quickest to produce. It is a pity that Backgammon was first instead of the chess package, which was left until later - chess has a far greater appeal to the majority of home computer users. Fortunately there was a gap of only two months before Chess was released and it has proved to be one of the better software packages in the launch. Space Raiders is a painfully slow version of Space Invaders and could just as well be bought on cassette more cheaply. There are three spaceships with which you can fire at the aliens which amble across the screen. Once you have finished one screen of the game, and that is not difficult, you will progress to the next level which is just as difficult or easy as the first. That makes the game a push-over and there is little challenge to tax even the newcomer to the arcade game scene. Like most of the games in the range the price of the program on cassette is only £5 but the ROM version costs almost £10. Considering that the software does not show off either the graphics, colour or sound of the Spectrum to best effect it does not seem advantageous to buy the ROM version. Planetoids is another arcade game with a familiar theme. Your spaceship first appears stationed at the centre of the screen and asteroids start to close in on it. You must try to destroy them and avoid the ones you miss. Alien spaceships make your task even more impossible. The standard of the game is reasonable for the market, even though it was first produced in late 1982. The graphics are better than the original Atari version of Asteroids. The ship and the planetoids have been given a solid, almost three dimensional quality. The program has a wrapround screen which allows your spaceship to go off one side and return on the other. That causes a strange effect when your ship fires across the screen, as the missiles will disappear off one edge and reappear somewhere else. The rogue missiles could even cause you to have some nasty accidents shooting at yourself. Those packages comprised the ROMs available at the launch of Interface Two and there was a considerable wait until the other ROMs were launched in December. The new packages include some old favourites from Melbourne House, already in the Sinclair software library, and some releases introduced by Ultimate Play the Game. The Melbourne house offerings feature the clown of the software scene. The newest Horace adventure is not on ROM but it is pleasant to see Hungry Horace having a re-birth and Horace and the Spiders on ROM. For those who know nothing of the Horace myth he is a little round, Pacman-type creature who has the habit of annoying everyone he meets. Each of the games has a cute plot and Hungry Horace sees the round man taking the part of a Pac-man. He is, however, no ordinary powerpill eater. He has to eat the flowers in the park and avoid the keepers who will throw him out if he is discovered. If you go through one maze into another there will be more surprises and if you are adept enough you may start to think that there is no limit to the number of mazes in the game. Horace and the Spiders is slightly different Horace has to dodge the spiders to gain points before he can reach the main part of the game which takes place in a cobwebbed house. You must destroy the spiders and their webs if you are to win the game. The Horace adventures are a pleasure to play and it is good to see them in a format where they can be loaded immediately you feel like a quick game. The range of Ultimate games is also worth having on cartridge, although they could be bought more cheaply on cassette from that company. In chronological order, Jet Pac was the first game Ultimate produced for the Spectrum. In it you play a spaceman whose task is to deliver and assemble spaceship kits and to collect valuable treasures on the way. You will be faced with all kinds of odd creatures which you must avoid and destroy to complete your task. The other games from Ultimate are Pssst, which involves a robot keeping away the bugs from a sunflower, and Cookie, which involves a chef bouncing ingredients for a cake, avoiding the nasties in the larder and keeping clear of the bins. Both games are arcade standard in quality and benefit from the ROM treatment. The only mind game in the second release of ROM software is Chess. It is the original cassette version which has existed since the title was launched, with no changes. That is surprising since Mikro Gen, the original manufacturer of the game, has produced an upgraded version. The game is standard so far as computer chess goes with options for playing or setting-up the board to play in particular situations. There are 10 levels and the highest, nine, takes several minutes to make a move. Each move for both you and your opponent is monitored in seconds, minutes and hours on a chess clock above the board on the screen. The future of the ROM interface is still uncertain and many software houses are unsure what they will do in the way of supporting it. It seems unlikely that any large-scale production of programs on Sinclair standard ROMs is planned in the software industry and Sinclair could be in the unenviable position of having a monopoly of ROM software. Sinclair Research hopes to produce some language and utility packages for Interface Two but the company still has no idea which language or utilities will be available, or when. It is likely that a ROM version of Micro-Prolog will be available soon but no firm date is being given even for that step forward. The indications are that it will be the last interface for the Spectrum. The buffer at the back of the board will support only a ZX printer and Sinclair has given no intention of producing more peripherals for its home market machine. It would therefore seem logical to support the interfaces it already has as far as it can and to promote the use of those devices as much as possible. As far as Interface Two is concerned it has crept on to the market with more of a whisper than the bang which was expected.

'The company has no idea which utilities will be available.'

'The packages are not innovative or awe-inspiring.'

Crash #1Feb 1984 · p.47

Crash

Producer: Psion, 16K £4.95 A very good copy and a classic version with the best graphics of the lot. Nice bright yellow asteroids which shatter satisfyingly. A bit slow, although the shattered fragments change direction and move faster. Alien ships are well defined graphically. Using Z/X for rotation and SPACE/ENTER for fire/thrust is quite good, but H for hyperspace takes some getting to in an emergency. No skill levels, which means the addictivity rating is low, but good value at the price. No joystick option.

Sinclair User1984 · p.208/108/10

Sinclair User

Gilbert Factor 8/10

John Gilbert 8/10

ARCADES BROUGHT INTO THE HOME John Gilbert reviews more complex games. Almost every major type of arcade game has been simulated on Sinclair computers. There are also new games which have an arcade format but have evolved on a microcomputer. The Spectrum is an ideal machine on which to play arcade games. The quality of them has improved substantially since the launch of the machine. Some of the first arcade games to be produced for the Spectrum were versions of Space Invaders, the game which started the arcade craze. Spectral Invaders was the first to be announced by Bug-Byte, which was already renowned for its arcade and adventure games on the ZX-81. So far it is the game which most closely resembles the original arcade version. Although it is slow it is difficult to score points, as you can fire only one laser blast at a time. Another invaders game, Space Intruders, was launched at about the same time as Spectral Invaders. The game is much faster and is recommended for those who like to keep their fingers on the fire button and amass a big score. The only criticism is that the aliens and mothercraft are very small and the mothership is blue on a black background and so is very difficult to hit. Apart from that Space Intruders from Quicksilva is good value at £5.95. Namtir Raiders, for the ZX-81, is a space invaders game with a difference from Artic Computing. The player still has to face the hordes of aliens which come down the screen but the laser base can be moved up and down as well as left and right. The player has five laser bases during the game and they can take only five hits from alien bombs. There are three levels of difficulty-easy to impossible. The game, costing £3.95, is addictive and the graphics are neither awkward in design nor jerky in movement. The game which is gaining popularity with 48K Spectrum owners is Time Gate, from Quicksilva. The authors claim that it is the ultimate in 3D arcade space action. The game is loaded in two parts, the first being a lengthy instruction manual. After the manual has finished you can load the game. The object is to destroy a race of aliens called the Squarm who are trying to colonise Earth. The enemy fighters are also seen in 3D and so are the planets on which the player can land to refuel and repair the ship. It is by far the best arcade action game so far for the Spectrum and costs only £6.95. Asteroids is also becoming popular on Sinclair machines. One of the first companies to launch a version for the ZX-81 was Quicksilva. It was a good version on such a small machine and is still proving popular. Quicksilva has also introduced a Spectrum version called Meteor Storm. It has the added attraction of speech before play. It is difficult to hear the words but we are informed by the authors that it says "Meteor Alert... Meteor Alert...". Meteor Storm is a novel version of Asteroids and costs £5.95. Sinclair Research has a good game of asteroids, called Planetoids, in its new Spectrum Software library. The asteroids are in 3D and much careful design work on both the asteroids and the player's ship seems to have gone into the game. Planetoids costs £5.95. Artic Computing seems to be the only company to have produced a version of Galaxians for the ZX-81. ZX-Galaxians looks like Space Invaders but the invaders are 'V'-shaped and are supposed to be inter-galactic birds. The birds swoop from formation and bomb the player's laser base. ZX-Galaxian is slow in action but can still be a very addictive game. It costs £4.95. Defender is still a much-sought-after game in the arcades and Artic Computing took advantage of that early by producing a version for the ZX-81. The graphics are not particularly interesting and the spaceship which the player flies across the landscape is made up of a series of blocks which look only slightly like a ship. Despite those criticisms, the original idea behind the game is still there and the Artic version can be exciting, as you see the enemy ships rushing at you from the other side of the screen. With the arrival of the Spectrum, many manufacturers found an interest in the arcade game Scramble. The best and fastest version so far is from Mikro-Gen. In the game you have to go through caves which become smaller and smaller as it progresses. The game becomes progressively more difficult and can be run in slow, normal and fast modes. It costs £3.95. Silversoft has a Scramble-type game called Ground Attack. It works on the same principles as the Mikro-Gen game but is much slower. There is a good deal of blank screen between game rounds and the average waiting time between rounds is 15 seconds. Ground Attack costs £5.95. The range of arcade-type games on Sinclair machines is always increasing. Manufacturers seem to feel safe in producing standard arcade games such as Space Invaders and Scramble. Those games, especially for the Spectrum, are becoming more imaginative and the graphics and sound more impressive. Manufacturers have to be careful about copying ideas from other games but with the imagination of some of the firms in the Sinclair market, children and many adults will be kept happy with arcade-type games on the ZX-81 and Spectrum for a long time. Space Invaders games have now been overtaken by Pacman in popularity. Bug-Byte, [redacted]. Quicksilva, [redacted]. Artic Computing, [redacted]. Sinclair Research, [redacted]. Mikro-Gen, [redacted] RG12 2BK. Silversoft, [redacted].

C&VG (Computer & Video Games) #17Mar 1983 · p.115/106/107/10

C&VG (Computer & Video Games)

Getting Started 5/10

Value 6/10

Playability 7/10

Mark Eyles

Official Sinclair writers Psion have entered the battle for Spectrum asteroids with Planetoids. This game is not quite so close to the arcade original as the Quicksilva version though it is none the less impressive for this. The game has an excellent fire mechanism - the missiles could be fired in quick succession and reached their targets swiftly. The game had the essential five features - rotate right, rotate left, fire, thrust and hyperspace. This version also includes the missile-spraying UFOs which really add spice to an Asteroids screen and usually warrant a torrent of abuse after one of their more successful excursions. One drawback was the lack of inertia on the thrust button. This makes the game slightly easier to play but would upset the purists who want to play arcade Asteroids on their own TV sets. Despite this one reservation, the game plays pretty good Asteroids and is a more than reasonable piece of software for £5.95.

FIRING TO ESCAPE Who can resist blowing up asteroids? To have them careering about in the privacy at your own home is sheer ecstacy! But what flavour do you prefer? This game has been multiplying at an alarming rate and with so many about how do you choose? The first consideration must surely be how fast, there is little point getting either a game that is so slow that it bores you to death or so last you find it unplayable. Next consider the controls you are offered, rotate lett, rotate right and fire are universal but what of hyperspace and thrust? Is the thrust of the move stop variety or a true inertial thrust (turn round and thrust to stop yourself moving). Then you may consider features: How many sizes at rock do you get? Two, three or more? How many saucers do you get, do they fire at you? Have you a wrap around screen? What does the game look like? Does it have hi-res graphics, colour? Does it have different attack waves (more rocks each wave)? Does the game have an attract mode, full scoring, high score, bonus ship? Finally, does the game have any special features such as particularly outstanding graphics, sound or speech? A game that has most of the above features is likely to be fairly close to the arcade original and give you hours of entertainment. MARK EYLES

GAMES GLOSSARY If you can tell a Pacman from a Defender and a Galaxian from a Space Invader you probably know your way around computer games. But if some of the game terms we have used in this supplement, or in the issue itself, are new to you, then this page should supply the answers. In it we take some of the best known types of computer game and describe how they are played and what features these games normally incorporate. So, if we claim that Penetrator is a "Scramble-type game" and that leaves you just as much in the dark about what to expect, then below there is a full description of Scramble to put you in the picture. ASTEROIDS The Asteroids came into the arcades courtesy of Atari. It features a small dart-shaped craft controlled by the player which can rotate left or right and thrust or fire in the direction it is facing. There is one further control, the panic button (hyperspace) which lets you travel to another part of the screen chosen by the computer. The enemy is mainly made up of large asteroids which sweep across the screen in large deadly groups of rock. When blown up these break into smaller fragments worth extra points. There is extra danger supplied by two UFOs. The first larger creature you'll meet fairly early on. It tends to spray shots in all directions and often crashes into an asteroid. The smaller variety is far more deadly in its own shooting and also more difficult to hit. Each cleared screen means you start again with extra asteroids. DEFENDER You can't expect to keep a finger on every control button in Defender or you'd end up in knots. The action, which takes place above an alien landscape, involves some seven control buttons and takes patience to gain proper mastery of your lone craft. That patience can be rewarded though, as Defender is challenging from the word "Go". The Defender craft can go: up, down, thrust forward, reverse direction, fire, smart bomb and hyperspace. Ten humanoids wander on the landscape and these may fall prey to raiding alien creatures known as Landers. Landers pick up the humanoids and take them to the top of the screen. If they succeed in getting there the Landers turn into fearsome mutants hellbent on your destruction. In all there are six alien opponents. On top of Landers and Mutants, these are: Pods are quite harmless but contain the small and persistent Swarmers; Bombers seed space with white bombs and Baiters only appear if you take too long clearing a screen of the rest of the aliens. If all 10 humanoids are captured, the planet explodes and all remaining alien life attacks your craft at once. Defender games usually feature a small radar screen which shows what is going on at all parts of the planet surface. FROGGER Frogger has spawned a whole host of computer games with a similar theme. This game features a frog hero who must jump across a road and make his way across a river torrent to five frog-holes in the bank. The busy road usually features live streams of traffic travelling in both directions at varying speeds, between which the player must hop his frog without wrapping it around any fenders. Once across the road, the river can be crossed by leaping onto floating logs and onto the back of swimming turtles, until our frog can enter a vacant spot in the far bank. Turtles have a habit of diving though so don't let a frog dally too long on one. Being carried off the edge of the screen (by log or turtle) also results in a note in the funeral column of Amphibians' Weekly. When all five frog-holes have been filled, the game becomes more difficult with extra traffic being added to the road, snakes traversing the bank between road and river and alligators appearing instead of logs in the river. A timer running down on each frog also adds to the difficulties. The arcade original also featured a small lady frog who could be "picked up" on the logs and offered a lift home for a bonus. Other bonuses can be scored by entering a frog-hole in which a tasty fly meal has come to rest. DONKEY KONG Donkey Kong is the strange name for a climbing and jumping game which features a starlet-grabbing monster gorilla. Often referred to as Crazy Kong or Crazy Climber in the computer circles, it has only just found its way onto the home screen. The game features a gorilla holding a girl captive at the top of the screen and an intrepid hero (Mario the carpenter), who starts at the bottom of the screen. Between the two is a connecting network of platforms and ladders up which Mario must run to achieve his rescue. Kong hurls barrels down the screen and Mario makes use of his "jump" button to leap over them. He can also grab a hammer and smash the barrels as they approach him. Once at the top of the screen a new complex is built with Mario, again starting from the bottom with a view to rescue. This time the screen features a series of conveyor belts and deadly fires which travel around on the ladders and belts. GALAXIANS The Galaxians were the sons of Space Invaders. Instead of proceeding down the screen at a leisurely pace, they wavered at the top of the screen before swooping down in batches of two or three (or more often on a solo mission) firing bombs. The player has the usual left, right and fire controls on his laser base and must take care not to get trapped in a corner. He scores double points for a galaxian hit in mid-swoop and there are bonus points for taking out the red fleet commanders, who usually descend flanked by their generals, dispersing bombs at such a rate that the first instinct is to flee for cover. That is the essence of Galaxians but with each destroyed platoon, new waves appear at screen top and their attacks become more frequent, more accurate and, all too often, more deadly! PACMAN The ghostly world of Pacman is made up of a dot-filled maze, a hungry dot-eater and four pursuing spectres. Pacman variations can be found under a whole range of titles from Vic-men to Gobbleman, Snapper to Super Glooper and many others. Most dot-eating games are related to it. The main character is the dot-eater, which travels around the maze, eating every dot he touches. His objective is to clear the screen of dots. He is hampered in this by the four chasing ghosts whose touch is lethal. The Pacman's main defence against the ghosts, who usually number four, are energiser dots. These pulse in the four corners of the maze and, upon being eaten, reverse the roles for a short while. This means that Pacman can turn the tables on the ghosts and eat them for bonus points. He is allowed only a few seconds of dominance before the usual hunter and hunted rules come back into operation. It is also usual for fruits to appear on the screen occasionally and these too can be consumed by Pacman for bonus points. When Pacman has cleared the screen, it refills with dots and the game restarts except that this time the ghosts are a little livelier and a new fruit, worth extra points, appears at this level. SCRAMBLE Scramble should have a big one-way sign on its cabinet. The screen rolls from right to left, taking the player's craft along it into ever-increasing danger. Scramble variations often contain the word "Mission" or "Attack" but there are some weird and wonderful titles about. The player controls a craft heading right across the screen over hilly terrain His craft can never turn around and opt out of its mission but he does have some control over his destiny. His controls are up and down, fast and slow and he can both bomb and fire at his enemies. The Scrambler is not usually equipped with enough fuel to complete his task, but it is normal to obtain more fuel by bombing fuel tanks on the ground and so (mysteriously) replenish his own stocks. The enemies come in all shapes and sizes. Most common are missiles which fire up from the ground as your craft passes overhead and alien invader creatures which frequently inhabit caves and fly at the player's craft. The original Scramble game sent the player through a series of different terrains with new challenges in each section. And most computer Scrambles attempt to duplicate this with a number of different stages. Scramble requires a cool head which can find the right control in a crisis, but it makes an ideal computer game as success naturally leads to new and more difficult stages. INVADERS Space Invaders started the whole computer game craze back in 1977 and most gamers know the format backwards. Still, just a brief resume... The invaders come in waves above the ground and move in rows across the screen one step at a time, firing missiles earthwards. When one row of the aliens reach an edge of the screen, the whole platoon jump down a line and return back the way they came. When they achieve their slow progression to the bottom of the screen, the game ends. The player controls a laser base which moves left to right and fires directly up from its position. His aim is to blow up the entire fleet before it reaches the bottom of the screen. Flying saucers move across the top of the screen in both directions and can be hit for a mystery bonus score. In the arcade original, top saucer scores of 300 were achieved by firing 22 shots before shooting at the first saucer, then firing 14 shots in between each subsequent saucer. Some computer versions have copied this technique.

C&VG (Computer & Video Games) #15Jan 1983 · p.1005/106/107/10

C&VG (Computer & Video Games)

Getting Started 5/10

Value 6/10

Playability 7/10

MASTERING THE ROGUE ROCKS Asteroids became one of the craze games of the early 1980's after the worldwide successes of such mega-games as Space Invaders and Galaxians. It is considerably more difficult than those earlier games, where you had really only two controls to worry about. Asteroids added hyperspace, thrust, rotate left, rotate right and fire. The game places you in control of space ship being bombarded by a shower of meteorites that come at you relentlessly from the four corners of the screen. Using your controls you must spin your ship around to shoot the asteroids. You can also dodge in front or behind the rocks using the thrust button. If things get a little too hot and a collision seems certain the hyperspace button will make you momentarily disappear and then replace you at random on the screen. But this could prove as dangerous as blasting away at the oncoming role! Extra points can be earned by shooting down the mystery flying saucers which spin in and out of the asteroids. We tested versions of the game so far available for the Sinclair Spectrum. Meteor Storm was the closest to the arcade version of the three games we tested. The asteroids were represented as geometrical line drawings drifting weightlessly towards your ship. The game displayed clear instructions on the screen and also showed you the value of the various asteroids and flying saucers on the screen. All three games kept a running total of the high scores but Quicksilva's Meteor Storm took you a stage further than this enabling you to enter the initials of the top ten high scorers of the session. This version also provides you with a keyboard overlay which, although it seems just like a gimmick, is actually quite useful in Asteroids-type games where you have up to five controls to concentrate on. My main criticism of Meteor Storm is that the thrust button has inertia, causing you to drift helplessly towards an asteroid, frantically rotating and thrusting. Sinclair's official software writers, Psion, entered the field with Planetoids. This is not as close to the arcade game as the Quicksilva version though the graphics are no less impressive for this. Planetoids had the best fire mechanism of the three games tested. The missiles could be fired in quick succession and reached their targets swiftly. The final version tested was Meteoroids from the new software writers - Softek. This was not as good a version of the game as the others played. An admirable attempt had been made to simulate the rock-like texture of the asteroids but this did not work. They looked more like chewed up pieces of bubble gum. There was really not much to choose between the other two - though for my £5 the Quicksilva version is marginally better because of its extra facilities and graphics.

Your Computer #1Jan 1983 · p.50

Your Computer

Simon Beesley

SPECTRUM SOFTWARE Simon Beesley brave attacks by trolls, bombardment by meteoroids, alien invasions and even English literature to bring you up to date with Spectrum software. The quality of Spectrum software has improved since our last survey but originality remains in short supply. Most of the programs looked at are games programs and the bulk of these are modelled on the arcade classics, Space Invaders, Pac-Man, Defender and Asteroids. Perhaps this is because the games-buying public is only interested in games that fall into a recognisable category. Some of the programs are written entirely in Basic. This need not count against them unless the program displays moving graphics. The Spectrum's keyboard is not very suitable for fast-moving games although Quicksilva and Softek offer a joystick option on some games. Sinclair has released a large range of programs written for them by ICL and Psion. By and large the ICL programs compare badly with those from Psion and have a rather amateurish look to them. Each of the tapes in the ICL games series, Games 1 to 4, contains four short Basic programs with titles such as Galactic Invasion, Skittles and Train Race. These are the sort of programs a reader might like to key in from a listing in a magazine. They are fairly simple and afford a limited entertainment for a short period. In view of their variety each package represents reasonable value although they are perhaps more suitable for young people. ICL has also produced five titles in a Fun to Learn series covering Music, History, English Literature, Geography and Inventions. They present a variety of quizzes on their respective subjects. Players can compete against each other in a race in which correct answers send them further along the track. It is difficult to know who these programs are aimed at. One soon runs through the stock of questions and the same names appear in different types of question. Some of the information presented is too obscure or eccentric to make the programs suitable for schools. In the English Literature quiz, for example, Ian Fleming rubs shoulders with Shakespeare and little-known seventeenth century playwrights. Psion's collection of programs is far more satisfactory. Hungry Horace is loosely related to Pac-Man but has a number of original features. Horace has to eat the flowers in a park while avoiding the park guards. Sinclair gives a fair description of Horace as a subtle and amusing cartoon-style game. Psion's 48K chess program was written in conjunction with Microgen. It plays a remarkably strong game even at the lower levels. As an averagely competent player I found it quite hard to beat at level two, although its play seemed to come adrift under pressure. The program's response time is quick and the pieces are quite easily distinguished. Space Raiders and Planetoids are Psion's versions of the arcade games Invaders and Asteroids. Anyone who still has an appetite for these games will find the Psion products more than adequate. With Vu-Calc, Psion has scaled down a Visi Calc-type program to the dimensions of the home micro. These programs, which are commonly used on business micros, are usually described as providing a financial spreadsheet. They enable the user to lay out financial data in rows and columns and enter formulae to run calculations on parts or all of the table. Vu-Calc supplies a range of commands for entering data, text or formulae and performing calculations. Basic programs which have been compiled by Softek's compiler, Super C, run - typically - 10 times faster. The compiler sits at the top of memory above RAMtop and is unaffected by a New command. It leaves room for a Basic program of up to 8K and a further 10K for data. The present version cannot cope with decimals, arrays or string variables. These limitations need not be too constricting. Strings, at least, can be stored in the data areas as ASCII codes and accessed through Peeks. At £14.95 this is good value; particularly since it enables people to write commercially respectable programs without having to master machine code. However Softek insists that anyone planning to sell programs created with the compiler should negotiate for the rights. Softek claims that trace elements have been included to detect code written with Super C. The arcade game Asteroids crops up on almost every micro. Softek's version Meteoroids is one of the fastest for the Spectrum with good colour and sound. Softime supplies the Spectrum with a digital clock and alarm at the top of the screen which remains there while other programs are loaded and running. The last program in Softek's list is Zolan Adventure, a standard text adventure game which has the merit of fitting into 16K. Quicksilva gave Time Gate considerable advance publicity claiming it would make as great an impact on the computer games' world as had Atari's Star Raiders. As it turns out the game closely resembles Star Raiders. Given that the Atari is a rather more sophisticated computer it is not surprising that the Spectrum version of the game does not match the original. Time Gate presents a view from the cockpit of a spaceship. An instrument panel below contains a long-range scanner and a variety of other indicators giving information on the ship's position and damage incurred. Your mission is to clear 18 galactic sectors of enemy craft. The business of locating and firing on enemy ships is not as interesting as attending to all the other procedures. The controls are not as responsive as on the Atari. Nonetheless this is an elaborate game with excellent graphics - certainly one of the best so far for the Spectrum. In an impressive piece of synthesised speech Quicksilva's chess program announces itself at the beginning with 'this is the Chess Player'. Rather startlingly the packaging relates how the Chess Player, an Evil Being, has called for a challenger from Earth. The planet's survival hangs on your game - and you thought you were just going to have a quiet game of chess. In the event the program plays quite a strong game with the option of six levels of play. The board is clearly displayed and the pieces are well designed. Psion's chess program, however, is probably the better player. Meteor Storm, another version of Asteroids, also announces itself but rather indistinctly. There is not much to choose between this and Planetoids or Meteoroids. The major problem for software companies writing an Asteroids-type game must be in finding an alternative title. Spectres from Bug-Bvte gives a novel twist to the Pac-Man concept. Eddie the electrician has to rewire a haunted house. Instead of eating or picking up objects in his path he lays down light bulbs. Reaching one of the four power generators enables him to illuminate the house and drive off ghosts. The game has a highly individual flavour. The characters which glide around at a fairly leisurely pace, are engagingly different from the standard Pac-Man figures. This is one of the more original games yet to appear for the Spectrum. Gulpman from Campbell Systems is also based on Pac-Man but refreshingly breaks away from the standard format. It offers a choice of 15 different mazes and allows the speed of play to be set. At the highest levels your little man dashes around the maze at quite a pace. By contrast Jega's Specman, written in Basic, is dismally slow. Sometimes the ghosts seem to be stricken with paralysis and unwilling to take up the chase. Escape from New Generation Software is a variation on the maze theme which involves escaping from dinosaurs. The dinosaurs - brontosauri, pterodactyls and such like - pursue the player's character with considerable animation through the maze which is shown in bird's-eye view. Silversoft's games Orbiter and Ground Attack are probably the best Spectrum versions of the arcade games Defender and Scramble. Ground Attack requires the player to fly a plane through a series of caverns and avoid or destroy missile attacks from the ground. Scramble from Work Force is similar but marginally slower. Likewise Avenger - Abacus' version of Defender - is competent but not quite as accomplished as Silversoft's. MYSTERY MEETING A gold sundial worth £6,000 is the prize for the first person to solve all the clues in the adventure game Pimania. As in Kit Williams' book Masquerade, deciphering all the clues will lead the winner to a meeting at a specific time and place with representatives from the authors of the game, Automata Ltd. The other side of the program tape contains a disco single. Automata say that the clues are scattered in the music, the program and the graphics. Although we did not proceed very far with the quest the music and opening graphics seemed to bear out Automata's claim that the world of the Pi Man is totally bizarre. Melbourne House has based The Hobbit, on the novel by Tolkien. It helps to have read the book in finding your way about. The Hobbit is claimed to be an advance on other adventure games because it introduces other characters from the book who react to the player in the role of Bilbo with an independent life of their own. It also allows you - in a limited fashion to enter sentences rather than single words as commands. In practice these extra features do not amount to much and give the program greater scope for the sort of inconsistencies adventure programs are prone to. Thorin, for example, repeatedly enters the scene and tells you to hurry up. This is irritating because you were unaware that he had left and he seems to be totally devoid of constructive ideas. It is not a good idea, however, to kill him off since he sometimes proves too strong for your attack. Furthermore the manual suggests that you should stay on good terms with the other members of your party if you are to succeed in your quest. Many of the locations in the adventure are illustrated by some excellent graphics. We only managed to complete 7.5 percent of the game during which the text was accompanied by six different pictures. The graphics coupled with a more varied plot than usual make The Hobbit superior to any other adventure games available for the Spectrum. Both the assemblers tested, from ACS and PI software, require Z-80 mnemonics to be entered in Rem statements and both allow addresses to be replaced by labels. The ACS assembler, Ultraviolet, costs twice as much at £7.50 but offers several extra features. It allows multiple statement lines and provides five pseudo-instructions such as DEFS, which inserts a string of ASCII characters at the current assembly position. ACS also supplies a disassembler, infrared. Like the assembler this has two different versions for 16K or 48K machines. The program is easy to use and docs all you might expect from it. Company: SN Program Name: Games 1-4 Memory Required: 16K Price: £4.95 Company: SN Program Name: Hungry Horace Memory Required: 16K Price: £5.95 Company: SN Program Name: Fun to Learn Memory Required: 16K Price: £6.95 Company: SN Program Name: Chess Memory Required: 48K Price: £7.95 Company: SN Program Name: Vu-Calc Memory Required: 48K Price: £8.95 Company: SN Program Name: Space Raiders Memory Required: 16K Price: £4.95 Company: SN Program Name: Planetoids Memory Required: 16K Price: £4.95 Company: QS Program Name: The Chess Player Memory Required: 48K Price: £6.95 Company: QS Program Name: Time Gate Memory Required: 48K Price: £6.95 Company: QS Program Name: Meteor Storm Memory Required: 16K Price: £4.95 Company: SF Program Name: Super C Memory Required: 48K Price: £14.95 Company: SF Program Name: Meteoroids Memory Required: 16K Price: £4.95 Company: SF Program Name: Softime Memory Required: 16K Price: £3.95 Company: SF Program Name: Zolan Adventure Memory Required: 16K Price: £4.95 Company: SS Program Name: Orbiter Memory Required: 16K Price: £5.95 Company: SS Program Name: Ground Attack Memory Required: 16K Price: £5.95 Company: MH Program Name: The Hobbit Memory Required: 48K Price: £14.95 Company: AU Program Name: Pimania Memory Required: 48K Price: £10 Company: WF Program Name: Scramble Memory Required: 16K Price: £4.95 Company: AB Program Name: Avenger Memory Required: 16K Price: £4.95 Company: CS Program Name: Gulpman Memory Required: 16K Price: £5.95 Company: JS Program Name: Specman Memory Required: 16K Price: £5.95 Company: AC Program Name: Ultraviolet Memory Required: 16K Price: £7.50 Company: AC Program Name: Infrared Memory Required: 16K Price: £6.75 Company: PI Program Name: Assembler Memory Required: 16K Price: £3.75 Company: NG Program Name: Escape Memory Required: 16K Price: £4.95 Company: BB Program Name: Spectres Memory Required: 16K Price: £8

Sinclair User #9Dec 1982 · p.488/10

Sinclair User

Gilbert Factor 8/10

John Gilbert

SINCLAIR RESEARCH OPENS ITS SPECTRUM SOFTWARE LIBRARY John Gilbert assesses the new major range of cassettes and finds they do not compare to the machine's qualities. When the Spectrum was launched, Sinclair stressed that a software library containing business, household and games cassettes would be released soon. The first batch of tapes was launched at the Personal Computer World Show in September. The launch was billed as one of the great attractions of the show. Spectrum owners were looking forward to putting their machines to good use. Unfortunately, unlike the Spectrum computer, the new tapes are disappointing. The Spectrum library, with a few exceptions, seems to be a repeat of the ZX-81 range of tapes launched in early 1982. The new software library comprises several sections which include the Fun to Learn series, Pastimes and Games. There are also several cassettes, such as Bio-rhythms and Vu-calc, which stand alone. There is a set of five games cassettes. Each contains four 16K games which have been written for Sinclair by ICL. The games are very simple and it is easy to lose interest in them in a very short time. Several of them, such as Martian Knockout, Invasion from Jupiter, and Galactic invasion, are all based on the same principle - guessing the velocity at which you have to fire a laser cannon at a group of marauding aliens. The game consists of entering the guessed velocity and pressing NEW LINE. That becomes incredibly tedious after the first 10 minutes' play. The rest of the games are either of the Invader, Mastermind or maze types. Daylight Robbery is not only the phrase which might be used to describe some of the new software but is also on the Games Three Cassette, although it has slightly more depth to it than some of the others. The player moves around a maze full of safes. For every safe which can be cracked the player will have the amount of money in it added to the total score. The only danger encountered with entering the safes is that the player must dodge the guards in the maze. The game is enjoyable for a short time but it plays rather like Pacman and is much less addictive. Of the five games tapes in the series so far, Games One seems to be the best value. It contains one of the few games which will last longer than five minutes. Labyrinth is an adventure maze game in which the player must fight monsters to find hidden gold in the maze. Each of the games cassettes costs £4.95, which is somewhat expensive for what they contain. It would have been better to have sacrificed quantity for quality on this occasion. The illustrations on the insert cards are of good quality but people expect better games for the price. Two of the cassettes in the library mysteriously are labelled Pastimes but would have been better-placed in the Games series. They include a Mastermind game called Secret Code; a memory game Kim; and a puzzle, Magic Square. Magic Square is interesting for a time but soon it becomes just another trivial observation game. The computer displays a square filled with rows of letters of the alphabet in a jumbled sequence. One space in the square is empty. Letters can be shifted around using the blank to place the alphabet in the correct sequence. Kim also displays a square but with numbers in it. The numbers disappear one at a time in a random sequence and the player must guess which letter has disappeared each time. Again, the game is interesting but becomes dull and repetitive after a time. The games on the two cassettes do not warrant the title of Pastimes as they are too repetitive and because of the lack of depth the player may soon begin to feel disappointed. Pastimes cost £4.95 each. The Fun to Learn cassettes provide the user with a series of question-and-answer races on various subjects. With only one exception the graphics capabilities and sound facilities of the Spectrum are not used to full advantage. Neither is there a real reward at the end of the tests to induce the user to try again. The cassette which redeems the whole Fun to Learn series is Geography. The computer displays maps labelled with numbers and the user has to guess which numbers correspond to towns and countries displayed below the map. The idea behind the cassette is good and the map display is reasonably detailed. The cassettes in the Fun to Learn series are £6.95 each. The Bio-rhythms cassette from ICL is also very good value. The program will plot bio-rhythms and also calculate the critical days for the intellectual, physical and emotional cycles. The graphics are fairly good but the display is confusing when all the cycles are plotted on one graph. The best cassettes in the range have been produced by Psion. They include Vu-calc, Space Raiders, Planetoids and Hungry Horace, a new Pacman-type game. Space Raiders is an addictive space invaders game. The only thing wrong with it is that it is too easy to achieve a high score. Scores of 10,000 have been reached in less than 10 minutes. Planetoids is an above-average asteroids game which is very difficult to beat for any length of time. The asteroids are displayed in 3D and the players'ship is easy to move around the screen. The game is more difficult to beat, faster, and much more fun than Space Raiders. Hungry Horace is an ideal game for young children. It uses the Pacman mould but is a great improvement on the popular arcade game. Horace is a large purple blob with arms and legs. He wanders up and down the maze-like park eating everything in his path and avoiding the guards who try to capture him. He can scare away the guards by ringing-the alarm in the maze. If he can reach the exit he enters another sector of the maze and continues to the next exit. The game is difficult but after a time a degree of skill can be developed in evading the guards. The mazes become more difficult as the game proceeds and we managed to reach only the third section of the maze. Hungry Horace costs £5.95 and is well worth the money. The cassettes in the new Sinclair range can be split into programs which can be played and enjoyed again and again and those with which the user will easily become bored. There are no really outstanding cassettes in the range so far, although Planetoids, Bio-rhythms, Space Raiders and Hungry Horace can be recommended. These games have the depth in them to be played for months, while the others may leave the Spectrum owner disappointed. All the cassettes mentioned use 16K memory. Further details about the range can be obtained from Sinclair Research, Camberley, Surrey GI15 3BR.

'Of the five games tapes Games One seems the best value'

'There are no really outstanding tapes in the series so far'

Read it at Sinclair User Magazine Online

Planetoids + Missile carries this game and has 12 references of its own.

Feature3
Letters2
Review2
Information1
Hack/Poke1
Tips1
News/Note1

Licensed from

Remakes

Related

Ports
(Ondra SPO 186)

Reviews from people here

Sign in to write about this, or make an account. It takes a minute and lets you correct the catalogue too.

This entry78% complete

No year, publisher recorded.

Sign in to correct or add to this.

See what has changed about this entry

Share this entry

Hold the rights to this and want it taken down?